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📄 defs.htm

📁 Quake 的 各 种 文 档 格 式 说 明
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.<a href="qc-types.htm#dot_float">float</a>		pain_finished;

.<a href="qc-types.htm#dot_float">float</a>		invincible_finished;
.<a href="qc-types.htm#dot_float">float</a>		invisible_finished;
.<a href="qc-types.htm#dot_float">float</a>		super_damage_finished;
.<a href="qc-types.htm#dot_float">float</a>		radsuit_finished;

.<a href="qc-types.htm#dot_float">float</a>		invincible_time, invincible_sound;
.<a href="qc-types.htm#dot_float">float</a>		invisible_time, invisible_sound;
.<a href="qc-types.htm#dot_float">float</a>		super_time, super_sound;
.<a href="qc-types.htm#dot_float">float</a>		rad_time;
.<a href="qc-types.htm#dot_float">float</a>		fly_sound;

.<a href="qc-types.htm#dot_float">float</a>		axhitme;

.<a href="qc-types.htm#dot_float">float</a>		show_hostile;	<i>// set to time+0.2 whenever a client fires a</i>
							<i>// weapon or takes damage.  Used to alert</i>
							<i>// monsters that otherwise would let the player go</i>
.<a href="qc-types.htm#dot_float">float</a>		jump_flag;		<i>// player jump flag</i>
.<a href="qc-types.htm#dot_float">float</a>		swim_flag;		<i>// player swimming sound flag</i>
.<a href="qc-types.htm#dot_float">float</a>		air_finished;	<i>// when time > air_finished, start drowning</i>
.<a href="qc-types.htm#dot_float">float</a>		bubble_count;	<i>// keeps track of the number of bubbles</i>
.<a href="qc-types.htm#dot_string">string</a>		deathtype;		<i>// keeps track of how the player died</i>

<i>//</i>
<i>// object stuff</i>
<i>//</i>
.<a href="qc-types.htm#dot_string">string</a>		mdl;
.<a href="qc-types.htm#dot_vector">vector</a>		mangle;			<i>// angle at start</i>

.<a href="qc-types.htm#dot_vector">vector</a>		oldorigin;		<i>// only used by secret door</i>

.<a href="qc-types.htm#dot_float">float</a>		t_length, t_width;


<i>//</i>
<i>// doors, etc</i>
<i>//</i>
.<a href="qc-types.htm#dot_vector">vector</a>		dest, dest1, dest2;
.<a href="qc-types.htm#dot_float">float</a>		wait;			<i>// time from firing to restarting</i>
.<a href="qc-types.htm#dot_float">float</a>		delay;			<i>// time from activation to firing</i>
.<a href="qc-types.htm#dot_entity">entity</a>		trigger_field;	<i>// door's trigger entity</i>
.<a href="qc-types.htm#dot_string">string</a>		noise4;

<i>//</i>
<i>// monsters</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a> 		pausetime;
.<a href="qc-types.htm#dot_entity">entity</a> 	movetarget;


<i>//</i>
<i>// doors</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a>		aflag;
.<a href="qc-types.htm#dot_float">float</a>		dmg;			<i>// damage done by door when hit</i>
	
<i>//</i>
<i>// misc</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a>		cnt; 			<i>// misc flag</i>
	
<i>//</i>
<i>// subs</i>
<i>//</i>
.void()		think1;
.<a href="qc-types.htm#dot_vector">vector</a>		finaldest, finalangle;

<i>//</i>
<i>// triggers</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a>		count;			<i>// for counting triggers</i>


<i>//</i>
<i>// plats / doors / buttons</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a>		lip;
.<a href="qc-types.htm#dot_float">float</a>		state;
.<a href="qc-types.htm#dot_vector">vector</a>		pos1, pos2;		<i>// top and bottom positions</i>
.<a href="qc-types.htm#dot_float">float</a>		height;

<i>//</i>
<i>// sounds</i>
<i>//</i>
.<a href="qc-types.htm#dot_float">float</a>		waitmin, waitmax;
.<a href="qc-types.htm#dot_float">float</a>		distance;
.<a href="qc-types.htm#dot_float">float</a>		volume;




<i>//===========================================================================</i>
	

<i>//</i>
<i>// builtin functions</i>
<i>//</i>

<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> ang) <b>makevectors</b><a name="makevectors">=</a> #1;		<i>// sets v_forward, etc globals</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e, <a href="qc-types.htm#vector">vector</a> o) <b>setorigin</b> = #<b>2</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e, <a href="qc-types.htm#string">string</a> m) <b>setmodel</b> = #<b>3</b>;		<i>// set movetype and solid first</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e, <a href="qc-types.htm#vector">vector</a> min, <a href="qc-types.htm#vector">vector</a> max) <b>setsize</b> = #<b>4</b>;
<i>// #5 was removed</i>
<a href="qc-types.htm#void">void</a>() <b>break</b> = #<b>6</b>;
<a href="qc-types.htm#float">float</a>() <b>random</b> = #<b>7</b>;		<i>// returns 0 - 1</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e, <a href="qc-types.htm#float">float</a> chan, <a href="qc-types.htm#string">string</a> samp, <a href="qc-types.htm#float">float</a> vol, <a href="qc-types.htm#float">float</a> atten) <b>sound</b> = #<b>8</b>;
<a href="qc-types.htm#vector">vector</a>(<a href="qc-types.htm#vector">vector</a> v) <b>normalize</b> = #<b>9</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#string">string</a> e) <b>error</b> = #<b>10</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#string">string</a> e) <b>objerror</b> = #<b>11</b>;
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#vector">vector</a> v) <b>vlen</b> = #<b>12</b>;
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#vector">vector</a> v) <b>vectoyaw</b> = #<b>13</b>;
<a href="qc-types.htm#entity">entity</a>() <b>spawn</b> = #<b>14</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e) <b>remove</b> = #<b>15</b>;

<i>// sets trace_* globals</i>
<i>// nomonsters can be:</i>
<i>// An entity will also be ignored for testing if forent == test,</i>
<i>// forent->owner == test, or test->owner == forent</i>
<i>// a forent of world is ignored</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> v1, <a href="qc-types.htm#vector">vector</a> v2, <a href="qc-types.htm#float">float</a> nomonsters, <a href="qc-types.htm#entity">entity</a> forent) <b>raceline</b> = #<b>16</b>;	

<a href="qc-types.htm#entity">entity</a>() <b>checkclient</b> = #<b>17</b>;	<i>// returns a client to look for</i>
<a href="qc-types.htm#entity">entity</a>(<a href="qc-types.htm#entity">entity</a> start, .<a href="qc-types.htm#dot_string">string</a> fld, <a href="qc-types.htm#string">string</a> match) <b>find</b> = #<b>18</b>;
<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#string">string</a> s) <b>precache_sound</b> = #<b>19</b>;
<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#string">string</a> s) <b>precache_model</b> = #<b>20</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> client, <a href="qc-types.htm#string">string</a> s) <b>stuffcmd</b> = #<b>21</b>;
<a href="qc-types.htm#entity">entity</a>(<a href="qc-types.htm#vector">vector</a> org, <a href="qc-types.htm#float">float</a> rad) <b>findradius</b> = #<b>22</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#string">string</a> s) <b>bprint</b> = #<b>23</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> client, <a href="qc-types.htm#string">string</a> s) <b>sprint</b> = #<b>24</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#string">string</a> s) <b>dprint</b> = #<b>25</b>;
<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#float">float</a> f) <b>ftos</b> = #<b>26</b>;
<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#vector">vector</a> v) <b>vtos</b> = #<b>27</b>;
<a href="qc-types.htm#void">void</a>() <b>coredump</b> = #<b>28</b>;		<i>// prints all edicts</i>
<a href="qc-types.htm#void">void</a>() <b>raceon</b> = #<b>29</b>;		<i>// turns statment trace on</i>
<a href="qc-types.htm#void">void</a>() <b>raceoff</b> = #<b>30</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e) <b>eprint</b> = #<b>31</b>;		<i>// prints an entire edict</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#float">float</a> yaw, <a href="qc-types.htm#float">float</a> dist) <b>walkmove</b> = #<b>32</b>;	<i>// returns TRUE or FALSE</i>
<i>// #33 was removed</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#float">float</a> yaw, <a href="qc-types.htm#float">float</a> dist) <b>droptofloor</b> = #<b>34</b>;	<i>// TRUE if landed on floor</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> style, <a href="qc-types.htm#string">string</a> value) <b>lightstyle</b> = #<b>35</b>;
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#float">float</a> v) <b>rint</b> = #<b>36</b>;		<i>// round to nearest int</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#float">float</a> v) <b>floor</b> = #<b>37</b>;		<i>// largest integer <= v</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#float">float</a> v) <b>ceil</b> = #<b>38</b>;		<i>// smallest integer >= v</i>
<i>// #39 was removed</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#entity">entity</a> e) <b>checkbottom</b> = #<b>40</b>;		<i>// true if self is on ground</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#vector">vector</a> v) <b>pointcontents</b> = #<b>41</b>;		<i>// returns a CONTENT_*</i>
<i>// #42 was removed</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#float">float</a> f) <b>fabs</b> = #<b>43</b>;
<a href="qc-types.htm#vector">vector</a>(<a href="qc-types.htm#entity">entity</a> e, <a href="qc-types.htm#float">float</a> speed) <b>aim</b> = #<b>44</b>;		<i>// returns the shooting vector</i>
<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#string">string</a> s) <b>cvar</b> = #<b>45</b>;						<i>// return cvar.value</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#string">string</a> s) <b>localcmd</b> = #<b>46</b>;					<i>// put string into local que</i>
<a href="qc-types.htm#entity">entity</a>(<a href="qc-types.htm#entity">entity</a> e) <b>nextent</b> = #<b>47</b>;					<i>// for looping through all ents</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> o, <a href="qc-types.htm#vector">vector</a> d, <a href="qc-types.htm#float">float</a> color, <a href="qc-types.htm#float">float</a> count) <b>particle</b> = #<b>48</b>;<i>// start a particle effect</i>
<a href="qc-types.htm#void">void</a>() <b>ChangeYaw</b> = #<b>49</b>;						<i>// turn towards self.ideal_yaw</i>
											<i>// at self.yaw_speed</i>
<i>// #50 was removed</i>
<a href="qc-types.htm#vector">vector</a>(<a href="qc-types.htm#vector">vector</a> v) <b>vectoangles</b> = #<b>51</b>;

<i>//</i>
<i>// direct client message generation</i>
<i>//</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#float">float</a> f) <b>WriteByte</b> = #<b>52</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#float">float</a> f) <b>WriteChar</b> = #<b>53</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#float">float</a> f) <b>WriteShort</b> = #<b>54</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#float">float</a> f) <b>WriteLong</b> = #<b>55</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#float">float</a> f) <b>WriteCoord</b> = #<b>56</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#float">float</a> f) <b>WriteAngle</b> = #<b>57</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#string">string</a> s) <b>WriteString</b> = #<b>58</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> to, <a href="qc-types.htm#entity">entity</a> s) <b>WriteEntity</b> = #<b>59</b>;

<i>//</i>
<i>// broadcast client message generation</i>
<i>//</i>

<i>// void(float f) bWriteByte		= #59;</i>
<i>// void(float f) bWriteChar		= #60;</i>
<i>// void(float f) bWriteShort		= #61;</i>
<i>// void(float f) bWriteLong		= #62;</i>
<i>// void(float f) bWriteCoord		= #63;</i>
<i>// void(float f) bWriteAngle		= #64;</i>
<i>// void(string s) bWriteString	= #65;</i>
<i>// void(entity e) bWriteEntity = #66;</i>

<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> step) <b>movetogoal</b> = #<b>67</b>;

<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#string">string</a> s) <b>precache_file</b> = #<b>68</b>;	<i>// no effect except for -copy</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e) <b>makestatic</b> = #<b>69</b>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#string">string</a> s) <b>changelevel</b> = #<b>70</b>;

<i>//#71 was removed</i>

<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#string">string</a> var, <a href="qc-types.htm#string">string</a> val) <b>cvar_set</b> = #<b>72</b>;	<i>// sets cvar.value</i>

<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> client, <a href="qc-types.htm#string">string</a> s) <b>centerprint</b> = #<b>73</b>;	<i>// sprint, but in middle</i>

<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> pos, <a href="qc-types.htm#string">string</a> samp, <a href="qc-types.htm#float">float</a> vol, <a href="qc-types.htm#float">float</a> atten) <b>ambientsound</b> = #<b>74</b>;

<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#string">string</a> s) <b>precache_model2</b> = #<b>75</b>;		<i>// registered version only</i>
<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#string">string</a> s) <b>precache_sound2</b> = #<b>76</b>;		<i>// registered version only</i>
<a href="qc-types.htm#string">string</a>(<a href="qc-types.htm#string">string</a> s) <b>precache_file2</b> = #<b>77</b>;		<i>// registered version only</i>

<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> e) <b>setspawnparms</b> = #<b>78</b>;		<i>// set parm1... to the</i>
												<i>// values at level start</i>
												<i>// for coop respawn</i>

<i>//============================================================================</i>

<i>//</i>
<i>// subs.qc</i>
<i>//</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> tdest, <a href="qc-types.htm#float">float</a> tspeed, <a href="qc-types.htm#void">void</a>() func) <a href="subs.htm#SUB_CalcMove">SUB_CalcMove</a>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> ent, <a href="qc-types.htm#vector">vector</a> tdest, <a href="qc-types.htm#float">float</a> tspeed, <a href="qc-types.htm#void">void</a>() func) <a href="subs.htm#SUB_CalcMoveEnt">SUB_CalcMoveEnt</a>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> destangle, <a href="qc-types.htm#float">float</a> tspeed, <a href="qc-types.htm#void">void</a>() func) <a href="subs.htm#SUB_CalcAngleMove">SUB_CalcAngleMove</a>;
<a href="qc-types.htm#void">void</a>() <a href="subs.htm#SUB_CalcMoveDone">SUB_CalcMoveDone</a>;
<a href="qc-types.htm#void">void</a>() <a href="subs.htm#SUB_CalcAngleMoveDone">SUB_CalcAngleMoveDone</a>;
<a href="qc-types.htm#void">void</a>() <a href="subs.htm#SUB_Null">SUB_Null</a>;
<a href="qc-types.htm#void">void</a>() <a href="subs.htm#SUB_UseTargets">SUB_UseTargets</a>;
<a href="qc-types.htm#void">void</a>() <a href="subs.htm#SUB_Remove">SUB_Remove</a>;

<i>//</i>
<i>//	combat.qc</i>
<i>//</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> targ, <a href="qc-types.htm#entity">entity</a> inflictor, <a href="qc-types.htm#entity">entity</a> attacker, <a href="qc-types.htm#float">float</a> damage) <a href="combat.htm#T_Damage">T_Damage</a>;


<a href="qc-types.htm#float">float</a> (<a href="qc-types.htm#entity">entity</a> e, <a href="qc-types.htm#float">float</a> healamount, <a href="qc-types.htm#float">float</a> ignore) <a href="items.htm#T_Heal">T_Heal</a>; <i>// health function</i>

<a href="qc-types.htm#float">float</a>(<a href="qc-types.htm#entity">entity</a> targ, <a href="qc-types.htm#entity">entity</a> inflictor) <a href="combat.htm#CanDamage">CanDamage</a>;



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